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vaughner

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Everything posted by vaughner

  1. Hey all, Scott Manley just reviewed the mod on his youtube channel. Check it out here ->
  2. My recommendation would be for all mission authors to pastebin their mission files and then link them here. Maybe we should make a second post to hold just the links to paste binned mission files? We definitely need a place to store all the existing missions though. For posterity's sake.
  3. I think it's about time to say this as a tech manager IRL. We are reaching a point where we need a proper feature request system. Nobody is being bombarded with every feature request possible from every person out there. The project is open source. Pull a branch, do some work and see if it is something nobody wants to merge into his code base. Scope creep will kill the project if every good thing he does is met with another 200 feature requests. I've pulled the code and am working through it myself as there are things I would like to see. If you can't contribute, then enjoy what nobody made. Some of these requests are ridiculously large projects IMHO.
  4. I also built with 4.0 set. Just tried building with 3.5 and that worked fine as well. Under MonoDevelop/Xamarin. Not VStudio.
  5. Okay, it's figured out. You "have" to reference the .dll's while they are in the KSP directory. I guess you could move them all to the same place and it would still work but I can not compile a build. All I had to do was reference them where KSP installs them. Whoot. Now I can play with the code. Finally! Well, now I have to see all the changes you made in the last 36 hours, then I can play with the code. Thanks everyone!
  6. Xamarin 4.0.8 build 2. Currently, I am copying the resources to my src directory due to KSP being a "package". But I will try to reference it in that package incase it is referencing something else in there. As for the mission browser, it looks great! Love that. Wish I hadn't ended up driving 16 hours yesterday cause I have missed so much development already. :/
  7. Not using VStudio, I am using MonoDevelop/Xamarin. If I don't correct the references I get tons of compile errors, so I know they are referenced correctly. I'm referencing the newest (.20.2) dll's. Do I have to reference to them with them in the KSP install? Or can I copy those references out to the src directory? I may give VStudio in a VM a shot, but I really don't want a Win7 VM. All of my VM's I use are still XP so they are quite small and lightweight. But VStudio won't run on XP anymore.
  8. Give me a hand here... after pulling code, and getting references right, when compiling i get 2 errors in MissionControllerCalc.cs. /Users/vaughner/Coding/KSPMissionController/src/MissionControllerCalc.cs(45,45): Error CS0584: Internal compiler error: Cannot import field `EditorLogic.partPanelBtn' referenced in assembly `Assembly-CSharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' (CS0584) (MissionController) /Users/vaughner/Coding/KSPMissionController/src/MissionControllerCalc.cs(31,31): Error CS0266: Cannot implicitly convert type `object' to `System.Collections.Generic.List<Part>'. An explicit conversion exists (are you missing a cast?) (CS0266) (MissionController) I've got my references in correct but I keep getting this error on compile. FYI, this has happened with each pushed revision for the last 36 hours... so I know it's not the codebase, it's something with my Xamarin install or something.
  9. Okay, not following the "proper" way, how do I hack it into there? I can't see anywhere to point the compiler at the files. NEVERMIND: Never fails, you "ask for help" and you find it. Sheesh.
  10. Dumb question but I'll ask anyways cause I can't find any answers anywhere. I've got Xamarin Studio (monoDevelop) installed. I've pulled the git code and loaded the solution. But when trying to compile, obviously i'm getting errors referencing unity. Where do I get the necessary includes and where do i put them / install them? Sorry, but it's been years since I coded and never with Mono. Thanks!
  11. Your only talking about the fuel left over right? I think 25% of the cost of the spacecraft for "wear and tear" (75% back) is fair. 95% would be very fair for the quantity of fuel returned.
  12. How about just having a button that credits it back to the budget but prevents you from doing anymore of any mission with that craft. You would have to say end it here, then you can check if they are landed or splashed down on Kerbin or even see if the Lat and Long are close enough to the space center or whereever to get the credit. Should be the mission creator that says how much (%) you get back for return, and where the target location is. So the button wouldn't be visible until the credit conditions are met for return of the spacecraft. You do that now with Complete mission buttons.
  13. Yeah, SRB's are quite cheap compared to cryo fuels. That is the offset with the "can not turn them off" factor. Escape Towers anyone.
  14. I don't think distance should really be a concern cause you can't track the landing point of these after they are 2.5km away from the craft. But you could make sure they had parachutes on them and then credit the player.
  15. I just want work to be finished to I can get MonoDevelop installed and start playing with it.
  16. Ah man, I LOVE the randomized mission stuff! Nice that we can have missions randomly pop up and with random goal specifics!
  17. I've never used MonoDevelop... But I see they have a package for Mac so i'm going to give that a try. Thanks!
  18. Where e = eccentricity e = 0 | circular orbit 0 < e < 1 | elliptic orbit e = 1 | parabolic trajectory (escape/capture orbit) e > 1 | hyperbolic trajectory (flyby's and gravity assists are hyperbolic trajectories)
  19. @Tinweasele I see what you mean. @nobody Need a flag in the PartGoal to indicate success requires NO part of that name for completion. Trying to script a requirement to disallow MechJeb in this mission. In the next day or two i'm going to pull a branch of your source. Hopefully, I can assist. I love this kind of thing. Thanks for the Awesome Mod!
  20. What are you trying to track? There is actually a lot of stuff available in the scripting. I'm writing a scripting reference for this right now. Perhaps, some of what you want to track is already in there. I gotta install Visual Studio in a VM tomorrow cause I want to help with this mod too. It's great!
  21. @nobody44 Coding looks great. I like your style. Can you explain a few things for me? How do SubMissionGoals work? [Got it figured out] What does nonPermanent do? I've tried a few things and can't quite figure it out. This is great. Quite a simple scripting to build missions. I love it!
  22. Ah, my brain and fingers went straight back to .19 ways into the separate folders. Sheesh. Working fine now. I will be posting some Missions as I go. Just want to make and test a few before I start uploading them. Getting ready to fly my first mission now. Thanks!!
  23. Oh and just guessing here cause I've not dug into coding mods for KSP yet, but to check for a docked situation, can't you just check the craft part count? A craft that docks actually merges so the part count should get larger.
  24. This is great but i'm having a problem. The GUI comes up on the launch pad populated with all of it's information, but the select missions button brings up an empty window. :/ I have already created a few missions after looking at your code (they are not in the Plugin Data folder yet) and I can't see the stock missions in there. :/ Any ideas? Also, is this the correct implementation for a resource goal?
  25. What he said... I just keep mine around because they all have various sentimental values. And from time to time its nice to look back. That and playing Minecraft since the beginning, I always kept a copy of the older versions. To this day, I have copies going way back and I still have my very first game on the original version. It's pretty cool actually. Will be nice one day to look back and load up my .19 games and see what I was doing then compared to where the game will get eventually.
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